Using Multiple Generative Adversarial Networks to Build Better-Connected Levels for Mega Man
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Abstract (arXiv)
Generative Adversarial Networks (GANs) can generate levels for a variety of games. This paper focuses on combining GAN-generated segments in a snaking pattern to create levels for Mega Man. Adjacent segments in such levels can be orthogonally adjacent in any direction, meaning that an otherwise fine segment might impose a barrier between its neighbor depending on what sorts of segments in the training set are being most closely emulated: horizontal, vertical, or corner segments. To pick appropriate segments, multiple GANs were trained on different types of segments to ensure better flow between segments. Flow was further improved by evolving the latent vectors for the segments being joined in the level to maximize the length of the level's solution path. Using multiple GANs to represent different types of segments results in significantly longer solution paths than using one GAN for all segment types, and a human subject study verifies that these levels are more fun and have more human-like design than levels produced by one GAN.
Key facts. Cited by 3 papers in the map (data through 7 Oct 2026). Builds on 13 of its 27 references that are in the map. First posted on arXiv 30 Jan 2021.
Builds on
13 of 27 references.
References · 13
- 2017Progressive Growing of GANs for Improved Quality, Stability, and Variationcited by 2,967
- 2014Conditional Generative Adversarial Netscited by 2,152
- 2020Deep Learning for Procedural Content Generationcited by 73
- 2020Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Networkcited by 51
- 2016The VGLC: The Video Game Level Corpuscited by 41
- 2019Bootstrapping Conditional GANs for Video Game Level Generationcited by 35
- 2020Interactive Evolution and Exploration Within Latent Level-Design Space of Generative Adversarial Networkscited by 22
- 2020CPPN2GAN: Combining Compositional Pattern Producing Networks and GANs for Large-scale Pattern Generationcited by 19
- 2020Sequential Segment-based Level Generation and Blending using Variational Autoencoderscited by 14
- 2021Illuminating the Space of Beatable Lode Runner Levels Produced By Various Generative Adversarial Networkscited by 14
- 2018Deep Interactive Evolutioncited by 13
- 2020Generative Adversarial Network Rooms in Generative Graph Grammar Dungeons for The Legend of Zeldacited by 8
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Citing papers per year: 2021: 2; 2022: 0; 2023: 0; 2024: 1.
3 papers.